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https://github.com/ppy/osu
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Merge branch 'master' into focused-overlay-blocks-select
This commit is contained in:
commit
ce804461e8
@ -19,6 +19,7 @@ using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Audio;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Platform;
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@ -322,24 +323,6 @@ namespace osu.Game
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dependencies.Cache(notifications);
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dependencies.Cache(dialogOverlay);
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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{
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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foreach (var c in singleDisplayOverlays)
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{
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if (c == overlay) continue;
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c.State = Visibility.Hidden;
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}
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};
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}
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var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
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overlays.AddRange(singleDisplaySideOverlays);
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@ -348,12 +331,7 @@ namespace osu.Game
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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foreach (var c in singleDisplaySideOverlays)
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{
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if (c == overlay) continue;
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c.State = Visibility.Hidden;
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}
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singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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@ -366,12 +344,24 @@ namespace osu.Game
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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foreach (var c in informationalOverlays)
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{
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if (c == overlay) continue;
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c.State = Visibility.Hidden;
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}
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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{
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overlay.StateChanged += state =>
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{
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// informational overlays should be dismissed on a show or hide of a full overlay.
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informationalOverlays.ForEach(o => o.Hide());
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if (state == Visibility.Hidden) return;
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singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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